holywyvern/carbuncle

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gems/carbuncle-steamworks/include/isteamutils.h

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//====== Copyright � 1996-2008, Valve Corporation, All rights reserved. =======
//
// Purpose: interface to utility functions in Steam
//
//=============================================================================

#ifndef ISTEAMUTILS_H
#define ISTEAMUTILS_H
#ifdef _WIN32
#pragma once
#endif

#include "steam_api_common.h"


// Steam API call failure results
enum ESteamAPICallFailure
{
    k_ESteamAPICallFailureNone = -1,            // no failure
    k_ESteamAPICallFailureSteamGone = 0,        // the local Steam process has gone away
    k_ESteamAPICallFailureNetworkFailure = 1,    // the network connection to Steam has been broken, or was already broken
    // SteamServersDisconnected_t callback will be sent around the same time
    // SteamServersConnected_t will be sent when the client is able to talk to the Steam servers again
    k_ESteamAPICallFailureInvalidHandle = 2,    // the SteamAPICall_t handle passed in no longer exists
    k_ESteamAPICallFailureMismatchedCallback = 3,// GetAPICallResult() was called with the wrong callback type for this API call
};


// Input modes for the Big Picture gamepad text entry
enum EGamepadTextInputMode
{
    k_EGamepadTextInputModeNormal = 0,
    k_EGamepadTextInputModePassword = 1
};


// Controls number of allowed lines for the Big Picture gamepad text entry
enum EGamepadTextInputLineMode
{
    k_EGamepadTextInputLineModeSingleLine = 0,
    k_EGamepadTextInputLineModeMultipleLines = 1
};


// The context where text filtering is being done
enum ETextFilteringContext
{
    k_ETextFilteringContextUnknown = 0,    // Unknown context
    k_ETextFilteringContextGameContent = 1,    // Game content, only legally required filtering is performed
    k_ETextFilteringContextChat = 2,    // Chat from another player
    k_ETextFilteringContextName = 3,    // Character or item name
};


// function prototype for warning message hook
#if defined( POSIX )
#define __cdecl
#endif
extern "C" typedef void (__cdecl *SteamAPIWarningMessageHook_t)(int, const char *);

//-----------------------------------------------------------------------------
// Purpose: interface to user independent utility functions
//-----------------------------------------------------------------------------
class ISteamUtils
{
public:
    // return the number of seconds since the user 
    virtual uint32 GetSecondsSinceAppActive() = 0;
    virtual uint32 GetSecondsSinceComputerActive() = 0;

    // the universe this client is connecting to
    virtual EUniverse GetConnectedUniverse() = 0;

    // Steam server time.  Number of seconds since January 1, 1970, GMT (i.e unix time)
    virtual uint32 GetServerRealTime() = 0;

    // returns the 2 digit ISO 3166-1-alpha-2 format country code this client is running in (as looked up via an IP-to-location database)
    // e.g "US" or "UK".
    virtual const char *GetIPCountry() = 0;

    // returns true if the image exists, and valid sizes were filled out
    virtual bool GetImageSize( int iImage, uint32 *pnWidth, uint32 *pnHeight ) = 0;

    // returns true if the image exists, and the buffer was successfully filled out
    // results are returned in RGBA format
    // the destination buffer size should be 4 * height * width * sizeof(char)
    virtual bool GetImageRGBA( int iImage, uint8 *pubDest, int nDestBufferSize ) = 0;

    // Deprecated.  Do not call this.
    STEAM_PRIVATE_API( virtual bool GetCSERIPPort( uint32 *unIP, uint16 *usPort ) = 0; )

    // return the amount of battery power left in the current system in % [0..100], 255 for being on AC power
    virtual uint8 GetCurrentBatteryPower() = 0;

    // returns the appID of the current process
    virtual uint32 GetAppID() = 0;

    // Sets the position where the overlay instance for the currently calling game should show notifications.
    // This position is per-game and if this function is called from outside of a game context it will do nothing.
    virtual void SetOverlayNotificationPosition( ENotificationPosition eNotificationPosition ) = 0;

    // API asynchronous call results
    // can be used directly, but more commonly used via the callback dispatch API (see steam_api.h)
    virtual bool IsAPICallCompleted( SteamAPICall_t hSteamAPICall, bool *pbFailed ) = 0;
    virtual ESteamAPICallFailure GetAPICallFailureReason( SteamAPICall_t hSteamAPICall ) = 0;
    virtual bool GetAPICallResult( SteamAPICall_t hSteamAPICall, void *pCallback, int cubCallback, int iCallbackExpected, bool *pbFailed ) = 0;

    // Deprecated. Applications should use SteamAPI_RunCallbacks() instead. Game servers do not need to call this function.
    STEAM_PRIVATE_API( virtual void RunFrame() = 0; )

    // returns the number of IPC calls made since the last time this function was called
    // Used for perf debugging so you can understand how many IPC calls your game makes per frame
    // Every IPC call is at minimum a thread context switch if not a process one so you want to rate
    // control how often you do them.
    virtual uint32 GetIPCCallCount() = 0;

    // API warning handling
    // 'int' is the severity; 0 for msg, 1 for warning
    // 'const char *' is the text of the message
    // callbacks will occur directly after the API function is called that generated the warning or message
    virtual void SetWarningMessageHook( SteamAPIWarningMessageHook_t pFunction ) = 0;

    // Returns true if the overlay is running & the user can access it. The overlay process could take a few seconds to
    // start & hook the game process, so this function will initially return false while the overlay is loading.
    virtual bool IsOverlayEnabled() = 0;

    // Normally this call is unneeded if your game has a constantly running frame loop that calls the 
    // D3D Present API, or OGL SwapBuffers API every frame.
    //
    // However, if you have a game that only refreshes the screen on an event driven basis then that can break 
    // the overlay, as it uses your Present/SwapBuffers calls to drive it's internal frame loop and it may also
    // need to Present() to the screen any time an even needing a notification happens or when the overlay is
    // brought up over the game by a user.  You can use this API to ask the overlay if it currently need a present
    // in that case, and then you can check for this periodically (roughly 33hz is desirable) and make sure you
    // refresh the screen with Present or SwapBuffers to allow the overlay to do it's work.
    virtual bool BOverlayNeedsPresent() = 0;

    // Asynchronous call to check if an executable file has been signed using the public key set on the signing tab
    // of the partner site, for example to refuse to load modified executable files.  
    // The result is returned in CheckFileSignature_t.
    //   k_ECheckFileSignatureNoSignaturesFoundForThisApp - This app has not been configured on the signing tab of the partner site to enable this function.
    //   k_ECheckFileSignatureNoSignaturesFoundForThisFile - This file is not listed on the signing tab for the partner site.
    //   k_ECheckFileSignatureFileNotFound - The file does not exist on disk.
    //   k_ECheckFileSignatureInvalidSignature - The file exists, and the signing tab has been set for this file, but the file is either not signed or the signature does not match.
    //   k_ECheckFileSignatureValidSignature - The file is signed and the signature is valid.
    STEAM_CALL_RESULT( CheckFileSignature_t )
    virtual SteamAPICall_t CheckFileSignature( const char *szFileName ) = 0;

    // Activates the Big Picture text input dialog which only supports gamepad input
    virtual bool ShowGamepadTextInput( EGamepadTextInputMode eInputMode, EGamepadTextInputLineMode eLineInputMode, const char *pchDescription, uint32 unCharMax, const char *pchExistingText ) = 0;

    // Returns previously entered text & length
    virtual uint32 GetEnteredGamepadTextLength() = 0;
    virtual bool GetEnteredGamepadTextInput( char *pchText, uint32 cchText ) = 0;

    // returns the language the steam client is running in, you probably want ISteamApps::GetCurrentGameLanguage instead, this is for very special usage cases
    virtual const char *GetSteamUILanguage() = 0;

    // returns true if Steam itself is running in VR mode
    virtual bool IsSteamRunningInVR() = 0;
    
    // Sets the inset of the overlay notification from the corner specified by SetOverlayNotificationPosition.
    virtual void SetOverlayNotificationInset( int nHorizontalInset, int nVerticalInset ) = 0;

    // returns true if Steam & the Steam Overlay are running in Big Picture mode
    // Games much be launched through the Steam client to enable the Big Picture overlay. During development,
    // a game can be added as a non-steam game to the developers library to test this feature
    virtual bool IsSteamInBigPictureMode() = 0;

    // ask SteamUI to create and render its OpenVR dashboard
    virtual void StartVRDashboard() = 0;

    // Returns true if the HMD content will be streamed via Steam Remote Play
    virtual bool IsVRHeadsetStreamingEnabled() = 0;

    // Set whether the HMD content will be streamed via Steam Remote Play
    // If this is set to true, then the scene in the HMD headset will be streamed, and remote input will not be allowed.
    // If this is set to false, then the application window will be streamed instead, and remote input will be allowed.
    // The default is true unless "VRHeadsetStreaming" "0" is in the extended appinfo for a game.
    // (this is useful for games that have asymmetric multiplayer gameplay)
    virtual void SetVRHeadsetStreamingEnabled( bool bEnabled ) = 0;

    // Returns whether this steam client is a Steam China specific client, vs the global client.
    virtual bool IsSteamChinaLauncher() = 0;

    // Initializes text filtering, loading dictionaries for the language the game is running in.
    //   unFilterOptions are reserved for future use and should be set to 0
    // Returns false if filtering is unavailable for the game's language, in which case FilterText() will act as a passthrough.
    //
    // Users can customize the text filter behavior in their Steam Account preferences:
    // https://store.steampowered.com/account/preferences#CommunityContentPreferences
    virtual bool InitFilterText( uint32 unFilterOptions = 0 ) = 0;

    // Filters the provided input message and places the filtered result into pchOutFilteredText, using legally required filtering and additional filtering based on the context and user settings
    //   eContext is the type of content in the input string
    //   sourceSteamID is the Steam ID that is the source of the input string (e.g. the player with the name, or who said the chat text)
    //   pchInputText is the input string that should be filtered, which can be ASCII or UTF-8
    //   pchOutFilteredText is where the output will be placed, even if no filtering is performed
    //   nByteSizeOutFilteredText is the size (in bytes) of pchOutFilteredText, should be at least strlen(pchInputText)+1
    // Returns the number of characters (not bytes) filtered
    virtual int FilterText( ETextFilteringContext eContext, CSteamID sourceSteamID, const char *pchInputMessage, char *pchOutFilteredText, uint32 nByteSizeOutFilteredText ) = 0;

    // Return what we believe your current ipv6 connectivity to "the internet" is on the specified protocol.
    // This does NOT tell you if the Steam client is currently connected to Steam via ipv6.
    virtual ESteamIPv6ConnectivityState GetIPv6ConnectivityState( ESteamIPv6ConnectivityProtocol eProtocol ) = 0;
};

#define STEAMUTILS_INTERFACE_VERSION "SteamUtils010"

// Global interface accessor
inline ISteamUtils *SteamUtils();
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamUtils, SteamInternal_FindOrCreateUserInterface( 0, STEAMUTILS_INTERFACE_VERSION ), "user", STEAMUTILS_INTERFACE_VERSION );

// Global accessor for the gameserver client
inline ISteamUtils *SteamGameServerUtils();
STEAM_DEFINE_INTERFACE_ACCESSOR( ISteamUtils *, SteamGameServerUtils, SteamInternal_FindOrCreateGameServerInterface( 0, STEAMUTILS_INTERFACE_VERSION ), "gameserver", STEAMUTILS_INTERFACE_VERSION );

// callbacks
#if defined( VALVE_CALLBACK_PACK_SMALL )
#pragma pack( push, 4 )
#elif defined( VALVE_CALLBACK_PACK_LARGE )
#pragma pack( push, 8 )
#else
#error steam_api_common.h should define VALVE_CALLBACK_PACK_xxx
#endif 

//-----------------------------------------------------------------------------
// Purpose: The country of the user changed
//-----------------------------------------------------------------------------
struct IPCountry_t
{
    enum { k_iCallback = k_iSteamUtilsCallbacks + 1 };
};


//-----------------------------------------------------------------------------
// Purpose: Fired when running on a laptop and less than 10 minutes of battery is left, fires then every minute
//-----------------------------------------------------------------------------
struct LowBatteryPower_t
{
    enum { k_iCallback = k_iSteamUtilsCallbacks + 2 };
    uint8 m_nMinutesBatteryLeft;
};


//-----------------------------------------------------------------------------
// Purpose: called when a SteamAsyncCall_t has completed (or failed)
//-----------------------------------------------------------------------------
struct SteamAPICallCompleted_t
{
    enum { k_iCallback = k_iSteamUtilsCallbacks + 3 };
    SteamAPICall_t m_hAsyncCall;
    int m_iCallback;
    uint32 m_cubParam;
};


//-----------------------------------------------------------------------------
// called when Steam wants to shutdown
//-----------------------------------------------------------------------------
struct SteamShutdown_t
{
    enum { k_iCallback = k_iSteamUtilsCallbacks + 4 };
};

//-----------------------------------------------------------------------------
// results for CheckFileSignature
//-----------------------------------------------------------------------------
enum ECheckFileSignature
{
    k_ECheckFileSignatureInvalidSignature = 0,
    k_ECheckFileSignatureValidSignature = 1,
    k_ECheckFileSignatureFileNotFound = 2,
    k_ECheckFileSignatureNoSignaturesFoundForThisApp = 3,
    k_ECheckFileSignatureNoSignaturesFoundForThisFile = 4,
};

//-----------------------------------------------------------------------------
// callback for CheckFileSignature
//-----------------------------------------------------------------------------
struct CheckFileSignature_t
{
    enum { k_iCallback = k_iSteamUtilsCallbacks + 5 };
    ECheckFileSignature m_eCheckFileSignature;
};


// k_iSteamUtilsCallbacks + 13 is taken


//-----------------------------------------------------------------------------
// Big Picture gamepad text input has been closed
//-----------------------------------------------------------------------------
struct GamepadTextInputDismissed_t
{
    enum { k_iCallback = k_iSteamUtilsCallbacks + 14 };
    bool m_bSubmitted;                                        // true if user entered & accepted text (Call ISteamUtils::GetEnteredGamepadTextInput() for text), false if canceled input
    uint32 m_unSubmittedText;
};

// k_iSteamUtilsCallbacks + 15 is taken

#pragma pack( pop )

#endif // ISTEAMUTILS_H